4394beec6a
Integrated into the game is most of minetest_game as the stable base
399 lines
15 KiB
Lua
399 lines
15 KiB
Lua
local MP = minetest.get_modpath(minetest.get_current_modname())
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-- Given a facedir, returns a set of all the corresponding directions
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local get_dirs = function(facedir)
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local dirs = {}
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local top = {[0]={x=0, y=1, z=0},
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{x=0, y=0, z=1},
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{x=0, y=0, z=-1},
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{x=1, y=0, z=0},
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{x=-1, y=0, z=0},
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{x=0, y=-1, z=0}}
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dirs.back = minetest.facedir_to_dir(facedir)
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dirs.top = top[math.floor(facedir/4)]
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dirs.right = {
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x=dirs.top.y*dirs.back.z - dirs.back.y*dirs.top.z,
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y=dirs.top.z*dirs.back.x - dirs.back.z*dirs.top.x,
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z=dirs.top.x*dirs.back.y - dirs.back.x*dirs.top.y
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}
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dirs.front = vector.multiply(dirs.back, -1)
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dirs.bottom = vector.multiply(dirs.top, -1)
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dirs.left = vector.multiply(dirs.right, -1)
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return dirs
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end
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-- Returns the axis that dir points along
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local dir_to_axis = function(dir)
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if dir.x ~= 0 then
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return "x"
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elseif dir.y ~= 0 then
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return "y"
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else
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return "z"
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end
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end
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-- Given a hinge definition, turns it into an axis and placement that can be used by the door rotation.
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local interpret_hinge = function(hinge_def, pos, node_dirs)
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local axis = dir_to_axis(node_dirs[hinge_def.axis])
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local placement
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if type(hinge_def.offset) == "string" then
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placement = vector.add(pos, node_dirs[hinge_def.offset])
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elseif type(hinge_def.offset) == "table" then
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placement = vector.new(0,0,0)
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local divisor = 0
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for _, val in pairs(hinge_def.offset) do
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placement = vector.add(placement, node_dirs[val])
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divisor = divisor + 1
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end
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placement = vector.add(pos, vector.divide(placement, divisor))
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else
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placement = pos
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end
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return axis, placement
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end
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--------------------------------------------------------------------------
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-- Rotation (slightly more complex than sliding)
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local facedir_rotate = {
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['x'] = {
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[-1] = {[0]=4, 5, 6, 7, 22, 23, 20, 21, 0, 1, 2, 3, 13, 14, 15, 12, 19, 16, 17, 18, 10, 11, 8, 9}, -- 270 degrees
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[1] = {[0]=8, 9, 10, 11, 0, 1, 2, 3, 22, 23, 20, 21, 15, 12, 13, 14, 17, 18, 19, 16, 6, 7, 4, 5}, -- 90 degrees
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},
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['y'] = {
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[-1] = {[0]=3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14, 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}, -- 270 degrees
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[1] = {[0]=1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16, 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22}, -- 90 degrees
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},
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['z'] = {
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[-1] = {[0]=16, 17, 18, 19, 5, 6, 7, 4, 11, 8, 9, 10, 0, 1, 2, 3, 20, 21, 22, 23, 12, 13, 14, 15}, -- 270 degrees
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[1] = {[0]=12, 13, 14, 15, 7, 4, 5, 6, 9, 10, 11, 8, 20, 21, 22, 23, 0, 1, 2, 3, 16, 17, 18, 19}, -- 90 degrees
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}
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}
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--90 degrees CW about x-axis: (x, y, z) -> (x, -z, y)
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--90 degrees CCW about x-axis: (x, y, z) -> (x, z, -y)
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--90 degrees CW about y-axis: (x, y, z) -> (-z, y, x)
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--90 degrees CCW about y-axis: (x, y, z) -> (z, y, -x)
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--90 degrees CW about z-axis: (x, y, z) -> (y, -x, z)
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--90 degrees CCW about z-axis: (x, y, z) -> (-y, x, z)
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local rotate_pos = function(axis, direction, pos)
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if axis == "x" then
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if direction < 0 then
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return {x= pos.x, y= -pos.z, z= pos.y}
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else
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return {x= pos.x, y= pos.z, z= -pos.y}
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end
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elseif axis == "y" then
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if direction < 0 then
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return {x= -pos.z, y= pos.y, z= pos.x}
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else
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return {x= pos.z, y= pos.y, z= -pos.x}
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end
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else
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if direction < 0 then
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return {x= -pos.y, y= pos.x, z= pos.z}
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else
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return {x= pos.y, y= -pos.x, z= pos.z}
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end
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end
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end
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local rotate_pos_displaced = function(pos, origin, axis, direction)
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-- position in space relative to origin
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local newpos = vector.subtract(pos, origin)
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newpos = rotate_pos(axis, direction, newpos)
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-- Move back to original reference frame
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return vector.add(newpos, origin)
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end
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local get_buildable_to = function(pos)
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return minetest.registered_nodes[minetest.get_node(pos).name].buildable_to
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end
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local get_door_layout = function(pos, facedir, player)
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if facedir > 23 then return nil end -- A bug in another mod once resulted in bad param2s being written to nodes, this will at least prevent crashes if something like that happens again.
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-- This method does a flood-fill looking for all nodes that meet the following criteria:
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-- belongs to a "castle_gate" group
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-- has the same "back" direction as the initial node
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-- is accessible via up, down, left or right directions unless one of those directions goes through an edge that one of the two nodes has marked as a gate edge
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local door = {}
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door.all = {}
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door.contains_protected_node = false
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door.directions = get_dirs(facedir)
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door.previous_move = minetest.get_meta(pos):get_string("previous_move")
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-- temporary pointsets used while searching
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local to_test = {}
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local tested = {}
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local can_slide_to = {}
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local castle_gate_group_value -- this will be populated from the first gate node we encounter, which will be the one that was clicked on
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local test_pos = pos
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while test_pos ~= nil do
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local test_pos_hash = minetest.hash_node_position(test_pos)
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tested[test_pos_hash] = true -- track nodes we've looked at
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local test_node = minetest.get_node(test_pos)
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if test_node.name == "ignore" then
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--array is next to unloaded nodes, too dangerous to do anything. Abort.
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return nil
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end
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if minetest.is_protected(test_pos, player:get_player_name()) and not minetest.check_player_privs(player, "protection_bypass") then
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door.contains_protected_node = true
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end
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local test_node_def = minetest.registered_nodes[test_node.name]
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if test_node_def.buildable_to then
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can_slide_to[test_pos_hash] = true
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end
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if test_node_def.paramtype2 == "facedir" and test_node.param2 <= 23 then -- prospective door nodes need to be of type facedir and have a valid param2
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local test_node_dirs = get_dirs(test_node.param2)
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local coplanar = vector.equals(test_node_dirs.back, door.directions.back) -- the "back" vector needs to point in the same direction as the rest of the door
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if castle_gate_group_value == nil and test_node_def.groups.castle_gate ~= nil then
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castle_gate_group_value = test_node_def.groups.castle_gate -- read the group value from the first gate node encountered
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end
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if coplanar and test_node_def.groups.castle_gate == castle_gate_group_value then
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local entry = {["pos"] = test_pos, ["node"] = test_node}
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table.insert(door.all, entry) -- it's definitely a gate node of some sort.
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if test_node_def._gate_hinge ~= nil then -- it's a hinge type of node, need to do extra work
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local axis, placement = interpret_hinge(test_node_def._gate_hinge, test_pos, test_node_dirs)
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if door.hinge == nil then -- this is the first hinge we've encountered.
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door.hinge = {axis=axis, placement=placement}
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door.directions = test_node_dirs -- force the door as a whole to use the same reference frame as the first hinge
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elseif door.hinge.axis ~= axis then -- there was a previous hinge. Do they rotate on the same axis?
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return nil -- Misaligned hinge axes, door cannot rotate.
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else
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local axis_dir = {x=0, y=0, z=0}
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axis_dir[axis] = 1
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local displacement = vector.normalize(vector.subtract(placement, door.hinge.placement)) -- check if this new hinge is displaced relative to the first hinge on any axis other than the rotation axis
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if not (vector.equals(displacement, axis_dir) or vector.equals(displacement, vector.multiply(axis_dir, -1))) then
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return nil -- Misaligned hinge offset, door cannot rotate.
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end
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end
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end
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can_slide_to[test_pos_hash] = true -- since this is part of the door, other parts of the door can slide into it
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local test_directions = {"top", "bottom", "left", "right"}
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for _, dir in pairs(test_directions) do
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local adjacent_pos = vector.add(test_pos, door.directions[dir])
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local adjacent_node = minetest.get_node(adjacent_pos)
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local adjacent_def = minetest.registered_nodes[adjacent_node.name]
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local adjacent_pos_hash = minetest.hash_node_position(adjacent_pos)
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if adjacent_def.buildable_to then
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can_slide_to[adjacent_pos_hash] = true
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end
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if test_node_def._gate_edges == nil or not test_node_def._gate_edges[dir] then -- if we ourselves are an edge node, don't look in the direction we're an edge in
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if tested[adjacent_pos_hash] == nil then -- don't look at nodes that have already been looked at
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if adjacent_def.paramtype2 == "facedir" then -- all doors are facedir nodes so we can pre-screen some targets
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local edge_points_back_at_test_pos = false
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-- Look at the adjacent node's definition. If it's got gate edges, check if they point back at us.
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if adjacent_def._gate_edges ~= nil then
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local adjacent_directions = get_dirs(adjacent_node.param2)
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for dir, val in pairs(adjacent_def._gate_edges) do
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if vector.equals(vector.add(adjacent_pos, adjacent_directions[dir]), test_pos) then
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edge_points_back_at_test_pos = true
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break
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end
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end
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end
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if not edge_points_back_at_test_pos then
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table.insert(to_test, adjacent_pos_hash)
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end
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end
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end
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end
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end
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end
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end
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test_pos = table.remove(to_test)
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if test_pos ~= nil then
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test_pos = minetest.get_position_from_hash(test_pos)
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end
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end
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if door.hinge == nil then
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--sliding door, evaluate which directions it can go
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door.can_slide = {top=true, bottom=true, left=true, right=true}
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for _,door_node in pairs(door.all) do
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door.can_slide.top = door.can_slide.top and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.top))]
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door.can_slide.bottom = door.can_slide.bottom and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.bottom))]
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door.can_slide.left = door.can_slide.left and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.left))]
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door.can_slide.right = door.can_slide.right and can_slide_to[minetest.hash_node_position(vector.add(door_node.pos, door.directions.right))]
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end
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else
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--rotating door, evaluate which direction it can go. Slightly more complicated.
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local origin = door.hinge.placement
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local axis = door.hinge.axis
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local backfront = dir_to_axis(door.directions.back)
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local leftright = dir_to_axis(door.directions.right)
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door.swings = {}
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for _, direction in pairs({-1, 1}) do
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door.swings[direction] = true
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for _, door_node in pairs(door.all) do
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origin[axis] = door_node.pos[axis]
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if not vector.equals(door_node.pos, origin) then -- There's no obstruction if the node is literally located along the rotation axis
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local newpos = rotate_pos_displaced(door_node.pos, origin, axis, direction)
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local newnode = minetest.get_node(newpos)
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local newdef = minetest.registered_nodes[newnode.name]
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if not newdef.buildable_to then -- check if the destination node is free.
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door.swings[direction] = false
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break
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end
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local swing_corner = {} -- the corner of the square "arc" that a Minetest gate swings through
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local scan_dir
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swing_corner[axis] = door_node.pos[axis]
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swing_corner[backfront] = newpos[backfront]
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swing_corner[leftright] = door_node.pos[leftright]
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if not (vector.equals(newpos, swing_corner) or vector.equals(door_node.pos, swing_corner)) then -- we're right next to the hinge, no need for further testing
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scan_dir = vector.direction(newpos, swing_corner) -- get the direction from the new door position toward the swing corner
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repeat
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newpos = vector.add(newpos, scan_dir) -- we start with newpos on the destination node, which has already been tested.
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if not get_buildable_to(newpos) then
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door.swings[direction] = false
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end
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until vector.equals(newpos, swing_corner) or door.swings[direction] == false
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if not (vector.equals(newpos, door_node.pos) or door.swings[direction] == false) then
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scan_dir = vector.direction(newpos, door_node.pos)
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newpos = vector.add(newpos, scan_dir) -- the first step here is a freebie since we've already checked swing_corner
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while not (vector.equals(newpos, door_node.pos) or door.swings[direction] == false) do
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if not get_buildable_to(newpos) then
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door.swings[direction] = false
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end
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newpos = vector.add(newpos, scan_dir)
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end
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end
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end
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end
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if door.swings[direction] == false then
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break
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end
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end
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end
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end
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return door
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end
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local slide_gate = function(door, direction)
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for _, door_node in pairs(door.all) do
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door_node.pos = vector.add(door_node.pos, door.directions[direction])
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end
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door.previous_move = direction
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end
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local rotate_door = function (door, direction)
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if not door.swings[direction] then
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return false
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end
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local origin = door.hinge.placement
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local axis = door.hinge.axis
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for _, door_node in pairs(door.all) do
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door_node.pos = rotate_pos_displaced(door_node.pos, origin, axis, direction)
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door_node.node.param2 = facedir_rotate[axis][direction][door_node.node.param2]
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end
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return true
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end
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----------------------------------------------------------------------------------------------------
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-- When creating new gate pieces use this as the "on_rightclick" method of their node definitions
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-- if you want the player to be able to trigger the gate by clicking on that particular node.
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-- If you just want the node to move with the gate and not trigger it this isn't necessary,
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-- only the "castle_gate" group is needed for that.
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castle_gates.trigger_gate = function(pos, node, player)
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local door = get_door_layout(pos, node.param2, player)
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if door ~= nil then
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for _, door_node in pairs(door.all) do
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minetest.set_node(door_node.pos, {name="air"})
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end
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local door_moved = false
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if door.can_slide ~= nil then -- this is a sliding door
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if door.previous_move == "top" and door.can_slide.top then
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slide_gate(door, "top")
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door_moved = true
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elseif door.previous_move == "bottom" and door.can_slide.bottom then
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slide_gate(door, "bottom")
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door_moved = true
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elseif door.previous_move == "left" and door.can_slide.left then
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slide_gate(door, "left")
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door_moved = true
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elseif door.previous_move == "right" and door.can_slide.right then
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slide_gate(door, "right")
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door_moved = true
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end
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if not door_moved then -- reverse door's direction for next time
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if door.previous_move == "top" and door.can_slide.bottom then
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door.previous_move = "bottom"
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elseif door.previous_move == "bottom" and door.can_slide.top then
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door.previous_move = "top"
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elseif door.previous_move == "left" and door.can_slide.right then
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door.previous_move = "right"
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elseif door.previous_move == "right" and door.can_slide.left then
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door.previous_move = "left"
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else
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-- find any open direction
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for slide_dir, enabled in pairs(door.can_slide) do
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if enabled then
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door.previous_move = slide_dir
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break
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end
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end
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end
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end
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elseif door.hinge ~= nil then -- this is a hinged door
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if door.previous_move == "deosil" then
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door_moved = rotate_door(door, 1)
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elseif door.previous_move == "widdershins" then
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door_moved = rotate_door(door, -1)
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end
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if not door_moved then
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if door.previous_move == "deosil" then
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door.previous_move = "widdershins"
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else
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door.previous_move = "deosil"
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end
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end
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end
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for _, door_node in pairs(door.all) do
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minetest.set_node(door_node.pos, door_node.node)
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minetest.get_meta(door_node.pos):set_string("previous_move", door.previous_move)
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end
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if door_moved then
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minetest.after(1, function()
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castle_gates.trigger_gate(door.all[1].pos, door.all[1].node, player)
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end)
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end
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end
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end |